Sources
CR
Type
Size
Alignment
Movement

Vellynne Harpell

Medium Humanoid (human), Neutral

Armor Class 13 (bracers of defense)
Hit Points 67 (9d8 + 27)
Speed 20 ft.
STR
10
+0
DEX
12
+1
CON
17
+3
INT
18
+4
WIS
15
+2
CHA
13
+1
Saving Throws INT +6, WIS +4
Skills Arcana +6, History +6
Senses passive Perception 12
Languages Common, Draconic, Dwarvish, Elvish, Orc
Challenge 4 (1,100 XP)

Traits

Special Equipment. Vellynne wears bracers of defense and carries a wand of magic missiles (see "Actions" below).

Spellcasting

Spellcasting. Vellynne is an 8th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared:

Cantrips (at will): chill touch (see "Actions" below), light, mage hand, message, prestidigitation

1st level (4 slots): comprehend languages, detect magic, ray of sickness, Tasha's hideous laughter

2nd level (3 slots): darkvision, hold person, ray of enfeeblement

3rd level (3 slots): animate dead, Leomund's tiny hut, vampiric touch (see "Actions" below)

4th level (2 slots): arcane eye, blight

Actions

Vampiric Touch (3rd-Level Spell; Requires a Spell Slot). Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit:10 (3d6) necrotic damage, and Vellynne regains hit points equal to half the necrotic damage dealt. If Vellynne casts this spell using a spell slot of 4th level or higher, the necrotic damage increases by 1d6 for each slot level above 3rd.

Chill Touch (Cantrip). Ranged Spell Attack: +6 to hit, range 120 ft., one creature. Hit:9 (2d8) necrotic damage, and the target can't regain hit points until the start of Vellynne's next turn.

Wand of Magic Missiles. While holding this wand, Vellynne can expend 1 or more of its 7 charges to cast the magic missile spell from it. She can expend 1 charge to cast the 1st-level version of the spell. She can increase the spell slot level by one for each additional charge she expends. The wand regains 1d6 + 1 expended charges daily at dawn. If the wand's last charge is expended, roll a d20; on a 1, the wand crumbles into ashes and is destroyed.

Lore

Vellynne Harpell is a member of the prestigious Harpell family, based in the town of Longsaddle. Cold and dispassionate, she took to magic only a decade ago in her late forties and is skilled in the arcane tradition of necromancy. She has a lifelong struggle—a nervous disorder that manifests as trembling. It can affect her balance and her stride, but she has learned to cast her spells unimpeded by it.